Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

Races

Dark Elf

Bonuses:

+25% Wizards Per Acre (WPA)

+30% Arcane Arts Science Books Produced

+100% Runes Refunded on Spell Success

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 11)
Drows (9, 7) 1,600gc 6.5
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Mage's Fury, Guile and Nightmare

Unique - Chaotic Affliction

Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.


Active Effect

For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Dryad

Bonuses:

+60% Science Effectiveness - Production

+30% Science Effectiveness - Strategy

+30% Arcane Arts Science Books Produced

Drought Immunity

Immune to Amnesia

Storms Immunity

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (10, 0)
Nymphs (0, 11)
Will O The Wisps (7, 10) 1,800gc 7.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Blizzard, Greater Protection and Fog

Unique - Dark Pact

Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.


Passive Effect

After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.

Dwarf

Bonuses:

+15% Building Efficiency

+40% Science Effectiveness - Resilience

+30% Economy Science Books Produced

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (8, 8) 1,600gc 6.5
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Mist, Fools Gold and Scientific Insight

Unique - War Trophies

War Heroes are celebrated for their valor and triumphs on the battlefield. By invoking War Trophies, they inspire their forces to fight with unparalleled honor, amplifying the whole province.


Active Effect

While active, grants double honour bonuses.


Cooldown

24 Utopian Days

Duration

12 Utopian Days

Elf

Bonuses:

+25% Wizards Per Acre (WPA)

+30% Military Science Books Produced

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 11)
Elf Lords (10, 5) 1,600gc 5.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Pitfalls, Clear Sight and Mind Focus

Unique - Indomitable Spirit

Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.


Active Effect

Once activated Warriors gain 5% Military Efficiency for 6 days.


Cooldown

24 Utopian Days

Duration

6 Utopian Days

Human

Bonuses:

+20% Science Book Production

+25% Thievery Per Acre (TPA)

Prisoners convert into Thieves over time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (9, 5) 1,600gc 5.5
Mercenaries (14, 0)
Prisoners (14, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Quick Feet, Heroes Inspiration and Ghost Workers

Unique - Interest

Humans excel in diplomacy, allowing them to negotiate favorable outcomes.


Active Effect

Upon activation, an additional extreme activity bonus is provided.


Cooldown

24 Utopian Days

Duration

Instant

Orc

Bonuses:

+30% Birth Rate

-50% Draft Cost

+30% Military Science Books Produced

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (11, 0)
Trolls (0, 10)
Ogres (12, 3) 1,900gc 5.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Bloodlust, Aggression and Wrath

Unique - Direct Conscription

The war effort spares no one. Those who once served in fields and forges now stand shoulder to shoulder, ready to fight.


Active Effect

For the next 6 days, Specialist credits may be used to train Peasants directly without the need for Soldiers. 3 Specialist credits and 1 Peasant are needed to train each unit. Be warned though, we cannot train peasants if we do not have enough to sustain our lands!


Cooldown

24 Utopian Days

Duration

6 Utopian Days

Personalities

Heretic

Bonuses:

-30% Rune Cost (excluding Ritual)

+125% Thieves' Den Effectiveness

+2% Extra Mana Per Tick

+2% Extra Stealth Per Tick

+70% Increased Wizard Production

Defensive specialist gets +1 strength (Does not increase Networth)

Elite gets +5 defensive strength

Elite gets +2 offensive strength

Convert Specialists into Elites on Attack

Spell Book:

Gluttony, Sloth, Vermin, Mage's Fury and Chastity

Allowed Thief Operations:

Greater Arson

Propaganda

Steal War Horses

Unique - Arcane Overflow

Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.


Passive Effect

(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.

Mystic

Bonuses:

+10% Defensive Military Efficiency

+100% Land Effect - Guilds

+80% Science Effectiveness - Channeling

+3% Extra Mana Per Tick

+50% Land Effect - Towers

Convert Specialists into Elites on Attack

Elite gets +4 defensive strength

Elite gets +1 offensive strength (Does not increase networth)

Can cast Support spells on Kingdom mates

Spell Book:

Fountain of Knowledge, Nightfall, Soul Blight, Meteor Showers and Amnesia

Unique - Mana Well

Elves possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within their forests. When called upon, these reserves replenish their magical strength, allowing them to harness their arcane abilities with renewed vigor.


Active Effect

Restore mana by 50%.


Cooldown

24 Utopian Days

Paladin

Bonuses:

+50% Honor Bonus

-25% Honor Losses

-25% Own casualities when attacking

-25% Own casualities when defending

+40% Science Effectiveness - Shielding

+40% Science Effectiveness - Valor

War Horse gets +1 strength

Convert Specialists into Elites on Attack

Elite gets +3 defensive strength

Elite gets +3 offensive strength

Spell Book:

Divine Shield, Greater Protection, Salvation and Heroes Inspiration

Unique - Blood and Glory

For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.


Passive Effect

35% of Military Casualties return as Soldiers on attack.

Rogue

Bonuses:

-15% Attack Travel Time

+25% Damage Inflicted on Massacre Attacks

+50% Science Effectiveness - Crime

-80% Thief Losses

+1% Extra Stealth Per Tick

Convert Specialists into Elites on Attack

Elite gets +1 defensive strength

Elite gets +4 offensive strength

Train Thieves with Credits

Spell Book:

Invisibility, Pitfalls and Guile

Allowed Thief Operations:

Subdue Wizards

Steal War Horses

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

Upon activation, all Thievery losses on operations are reduced by 75% until next day.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Spellsword

Bonuses:

-100% Wizards killed on failed spells

+50% Science Effectiveness - Channeling

+50% Science Effectiveness - Sorcery

+1% Extra Mana Per Tick

Elite gets +2 defensive strength

Elite gets +4 offensive strength

Homes hold 15 population

Self Spell Mana Cost Reduced by 1

Convert Specialists into Elites on Attack

Spell Book:

Reflect Magic, Quick Feet, Mystic Aura, Fools Gold and Mind Focus

Unique - Shadow Surge

Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect.


Active Effect

When activated, there is a 20% chance to cast successful offensive spells again at no mana cost for the next 8 Days.


Cooldown

24 Utopian Days

Duration

8 Utopian Days

Warrior

Bonuses:

-35% Battle Losses - Ambush

+15% Battle Gains

+50% Dragon slaying strength

+10% Offensive Military Efficiency

Convert Specialists into Elites on Attack

Elite gets +5 offensive strength

Offensive specialist gets +1 strength

Access Conquest regardless of Net Worth

Spell Book:

Fanaticism and Town Watch

Unique - Roots of Ruin

Dryads wield the ancient power of the forest, extending their enchanted roots deep into enemy lands. With each successful attack, these roots sap the vitality of their foes, leaving devastation in their wake as they drain the very life essence of entire populations.


Passive Effect

On successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1.5% of their entire population.


Here is the effects of all possible rituals.

AffluentIncome +10%, -20% Draft Cost and Draft Speed +20%
Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%
Stalwart+10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME
Aggressive+10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties


Here are the effects of all possible dragons.

Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter
Amethyst-15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days

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